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This page provides information on the Point Light in Unreal.

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Overview

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Point Lights work much like a real world light bulb, emitting light in all directions from the light bulb's tungsten filament. For any additional information, see the Unreal Point Light documentation.

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Lights > Point Light

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Point Light Properties

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When rendering with V-Ray, the following parameters are supported:

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Light

Intensity – The total energy that the light emits.

Light Color – The color that the light emits.

Intensity Units Determines how the light's Intensity setting should be interpreted.

Source Radius – Radius of light source shape. Value of 0 will treat the light as Omni Light. Values greater than 0 will treat it as a Sphere Light.

Temperature – Specifies the color value of the light expressed in Kelvin.

Use Temperature – When enabled, the color of the light is specified by the Temperature value multiplied by the Light Color value.

Affects World – When enabled (the default), the light contributes to the lighting in the level. Disabling it will stop the contribution of the light in the environment.

Cast Shadows – When enabled (the default), the light casts shadows. Turn this option off to disable shadow casting for the light.

Use Inverse Squared Falloff – Specifies whether to use the physically based inverse squared distance falloff.

Specular Scale – Multiplier on specular highlights. The value controls the light's contribution to specular reflections

 
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Lights in Unreal Engine 4.19 have the Intensity Units option. Make sure to change this to Unitless when creating an Unreal light.

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